/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/PolyEditingEdgeUtil.h
For each vertex in VertexIDs, compute inset position based on list of precomputed inset lines and store in VertexPositionsOut. Assumption is that each vertex position was at the intersection point of the pre-inset lines, ie sequential edge-line-pairs determine each sequential vertex position
namespace UE { namespace Geometry { void UE::Geometry::SolveInsetVertexPositionsFromInsetLines ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & Mesh, const [TArray](API\Runtime\Core\Containers\TArray)< [FLine3d](API\Runtime\GeometryCore\FLine3d) > & InsetEdgeLines, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & VertexIDs, [TArray](API\Runtime\Core\Containers\TArray)< FVector3d > & VertexPositionsOut, bool bIsLoop ) } }